> For the complete documentation index, see [llms.txt](https://bjornv.gitbook.io/repair-workbench/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://bjornv.gitbook.io/repair-workbench/introduction.md).

# Introduction

![](/files/ryscWJPBsGd8hn0mwqfc)

### What is Repair Workbench?

Repair Workbench is a Hytale mod that solves a fundamental problem with vanilla durability: every time you repair a tool or weapon using vanilla methods, its maximum durability drops permanently. Over time, even your best gear degrades into something barely worth keeping. A legendary sword you spent hours earning can become weaker than a common iron one just from normal use and repairs.

This mod introduces a dedicated repair workbench that fully restores both current and maximum durability, giving your gear a genuine second life without feeling exploitative or out of place.

### What Problem Does It Solve?

In vanilla Hytale, the durability system punishes players for repairing their gear. The more you repair, the worse the item becomes. This creates an unpleasant loop where the reward for surviving long enough to find great gear is watching that gear slowly fall apart anyway.

Repair Workbench addresses this by:

* Restoring items to their original maximum durability, not just their current durability
* Requiring real material costs to keep repairs meaningful and earned
* Fitting naturally into how Hytale already works, rather than replacing or bypassing its systems

### Staying Vanilla Friendly

A lot of care went into making sure this mod feels like it belongs in Hytale rather than bolted on top of it.

**Crafting fits the progression curve.** The workbench requires a Tier 2 Workbench to craft, along with iron ingots, wood, and stone. You won't have access to it the moment you spawn, and you shouldn't.

**Repairs cost materials that match the item.** Iron tools cost iron bars. Adamantite weapons cost adamantite bars. Wood tools cost fiber. The cost scales with how damaged the item is, so a nearly broken item costs more than a slightly worn one. Nothing is free.

**The workbench is a base tool, not a field tool.** When broken, the workbench drops its crafting materials rather than itself. This is intentional. You set it up at your base. For field repairs, repair kits remain the right choice, and they stay relevant because of it.

**Nearby chest integration works the same way other Hytale workbenches work.** Materials are pulled automatically from chests within range, so you don't need to micromanage your inventory. It just works the way you'd expect.

### You Have Full Control

The defaults are designed to feel balanced and earned, but you are never locked into them.

Want repairs to be completely free? You can do that. Want a specific legendary item to cost a rare material while everything else stays standard? Also possible. Every cost-related decision is yours to make, down to the exact items required, the amounts, and how the cost scales with durability loss.

This flexibility is what makes the mod work across so many different server setups and playstyles. A hardcore survival server and a casual creative community can both run Repair Workbench and have it feel right for their players.

### Where to Go Next

{% columns %}
{% column %}
{% content-ref url="/pages/HRjImF2YphDjPxOmlLq1" %}
[Installation](/repair-workbench/introduction/installation.md)
{% endcontent-ref %}
{% endcolumn %}

{% column %}
{% content-ref url="/pages/zPUga8QjttgybC6Sjgqb" %}
[Game Balance](/repair-workbench/introduction/game-balance.md)
{% endcontent-ref %}
{% endcolumn %}

{% column %}
{% content-ref url="/pages/65rtkhGtZcdDyzSI4iCJ" %}
[Configuration](/repair-workbench/the-workbench/configuration.md)
{% endcontent-ref %}
{% endcolumn %}
{% endcolumns %}
